initial commit: llamamod 0.2.0 – reverse-engineered level formats (wad, map, trak, text, stpc), python tools and notes, java mod manager (iso install, mod pipeline with exe patching, save editor, wine/windows launcher) with mods (test world, debug wireframe, mirror, randomizer, fog, cheats, intro skip, practice, free camera, boot to level, level projects) and the 3d level editor (geometry, objects, cross-world import, environment, textures, play-test, manual)

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# Tutorial: Make a parkour
In this tutorial you build a short jump-and-run course: a start platform, platforms over a deadly
pit, a ramp, stairs, a round platform, a checkpoint, a line of coins and a goal with a working
exit. It takes about 20 minutes. You should know how to move the camera (see
[Navigation](04-navigation.md)); everything else is explained on the way.
![A finished brush course in the game](img/geo_game_course.jpg)
## 1. Create the level
1. **File → New level…** (**Ctrl+N**).
2. **Level name**: `My Parkour`. Keep the **Base level** (Village chapter 1 – it provides grass,
stone and wood textures, coins and checkpoint posts) and the suggested **TestLevel chapter**.
3. **Start with**: **Flat floor**. You get a 16×14 grass floor with a player start and an exit.
4. Click **Create** and **File → Save** (**Ctrl+S**) once, so the project has a file.
The flat floor will be your start area. The course will lead away from it over a pit.
## 2. Make the pit deadly
Anything the llama falls into must kill it, otherwise it lands on nothing and falls forever.
1. Press **B** for the **Brush** tool and choose **Death plane**.
2. Drag a large area next to the floor where the course will be – generously, it costs nothing.
The plane is invisible in the game; in the editor it is outlined.
Alternatively, **Geometry → Death plane height…** with **Add a death plane over the whole grid**
puts one under the whole level at once. Its height should be well below your platforms (default
−1.5).
## 3. Platforms over the pit
1. In the Brush tool choose **Platform**.
2. In the Inspector set **Top** to `stone` and **Sides** to `stone2` with the swatch buttons
(optional).
3. Drag a 2×2 footprint a little away from the floor's edge, release, move the mouse until the
top is at about 0.5 and click.
4. Draw two or three more platforms, each a bit further away and a bit higher.
Gaps of 1–2 cells are comfortable jumps; 3 cells needs a run-up. Keep height differences under
about 1 cell at first.
> **Tip:** Draw one platform, then use **Geometry → Array duplicate…** (**Ctrl+Shift+D**): 4
> copies, **Offset X** 3, **Offset Y** 0.25 makes a rising row in one step.
## 4. Ramp, stairs and a round platform
* **Ramp**: drag the footprint in the direction it should rise, release, move the mouse to the
height of the high end, click.
* **Stairs**: the same; keep **Walkable (invisible slope)** on, otherwise the llama cannot climb
them.
* **Round**: drag the diameter, then the height – a round platform. **Segments** sets how round
it is.
Select a brush and drag its orange (sides) or green (top/bottom) handles to fix its size. **[** and
**]** turn the selection by 90°, **Page Up/Down** raise or lower it.
## 5. Check the collision
Press **C** to show collision. Every surface the llama can stand on is coloured; the death
plane shows as material 30. Look for:
* platform tops without colour (collision switched off),
* small gaps between pieces that should touch – **Level → Check for problems** reports gaps under
0.2 cells.
## 6. A checkpoint
The llama should not have to start over after every fall.
1. Open the **Objects** panel (left dock) and click **Checkpoint** in **Quick setups**.
2. Click on a platform in the middle of the course.
You get a checkpoint post with its respawn point just in front of it. Falling after passing it
puts the llama back there. See [Objects](09-objects.md) for the details.
## 7. Coins
1. Click **Coin line** in **Quick setups** (or the **Coin line / arc** tool, **O**).
2. Click above the first platform, then above the last one. Coins appear every *spacing* along the
line, following the floor.
**Coin arc** places coins on a circle: click the centre, then a point on the circle – nice over a
round platform.
## 8. The goal
The template's exit is still on the flat floor. Move it to the end of the course:
1. Draw a **Block** as the goal platform at the end.
2. Click **Exit** in **Quick setups** and click the middle of the goal block's top.
That places a **LevelDoor** in the cell centre plus a 1×1 floor with collision material **16**.
The door only fires while the llama stands on material 16 in its cell. In the options bar, choose
where the exit leads (for example the next chapter of a world).
3. Select the old exit on the flat floor (the LevelDoor and its small floor) and delete it
(**Del**), so the level has one exit.
## 9. Play-test
1. **F5** (**Play**) builds the level, installs it as a mod and starts the game directly in it.
2. Run the course. Fall into the pit once to see that the death plane and the checkpoint work.
3. Press **Escape** in the game to quit straight back to the editor.
To test a hard jump without running the whole course: point the camera at the platform before
it, so the middle of the view lies on its top, and press **Shift+F5** (**Play from camera
position**). The llama starts there, facing the way the camera looks. If there is no walkable
collision at that spot, the editor tells you instead of starting.
## 10. Iterate
* Jump too long? Select the platform and nudge it with the **Move** tool (**W**) – with
snapping (**G**) on, steps are 0.25 cells by default.
* Too easy? Make platforms smaller (handles) or add an **Invisible wall** that forces a detour.
* Add decoration: a **Fence** along the start, a few **Trees**, a library piece (see
[Importing meshes and the library](07-meshes.md)).
* Run **Level → Check for problems** before you share the level, then see
[Sharing levels](17-sharing.md).